I think there are a few schools of thought towards this type of thing. Me personally, I would want a challenge despite my due diligence and I'm often the person disappointed when I nuke a boss.
However, you will have people that intentionally do the extra stuff so that they are op. Those individuals would hate that if they spent a lot of time doing this and the boss isn't a breeze they would feel as if their time was wasted doing that content.
A game that comes to mind that recieved a lot of flak for that kind of scaling was last epoch. Every boss gets a shield as you lower their health and it makes having powerful gear, especially in lower areas, feel like less of a boon.
Personally, I think the answer is to move away from pure stats being the indicator of difficulty. Just bumping up health based on level would make a boss feel insane if you dumped most of your levels into less combat oriented stats in the games that have them. So you would feel weak despite being "high level". The answer to it is having mechanics of a fight be challenging despite your level. If you mess up or ignore a mechanic, you are punished. However, if you're strong enough you can afford to make those mistakes more often while the fight isn't just a push over.
This, of course, requires way more effort and actual game design with fun combat so that the game doesnt make bosses feel like a chore or just gimmicks. The easy answer is to just buff stats, which is why most games just make enemies a sponge in high difficulty.
I made my original RuneScape account during classic. That account alone has over a year and a half logged in, and is getting nearly 25 years old, as is RuneScape. It is one of a handful of accounts that I've maxed out since. I go back to it probably every two years and play for a good while then stop.
The long dark is probably the game I have the most time in that isn't an MMO, with well over 1k hours. There are other games that could probably compete but I don't have any way of tracking or knowing.
Knowing that a single game has been such a significant portion of my actual living existence is kind of amazing to me. If anything I'm definitely loyal to what I like, I guess. I'm also really excited with where they are aiming to take the game because I feel as though it gets a lot of unfair flak in the genre, especially compared to osrs.
Totally agree with you, but I would say that the original name made some sense. It used directx and the code name was directx box which became Xbox. Ideally edgy for the market at the time too, I think.
Despite being an avid gamer, I'm not even sure what the release order was after xbone. Being a grandparent or parent and doing it? Fuck that.
When we were first learning about it, there were some misconceptions about radioactivity and health. There were even business minded individuals who widely sold it as a miracle cure. This public belief was reinforced by the fact that around that time we discovered hot springs have radioactive elements, (and people have always believed hot springs heal your ailments) which lead to a mass conception radioactivity was actually a miracle cure. A large part of that down fall was when the "Radium Girls" started literally dying because they were told it was totally safe to work with radioactive material, began falling apart and then worked for legal pushback.
I'm not an expert on the matter, so I might be a little off but that is a good overview on why some people have that belief still. As always it's shitty people looking to make money off of hype. The Radium Girls had a tragic but ultimately fascinating life/story. They would even rub the material on their teeth to glow. Check it out if you're interested.
They have some greatest hits too, like repeating that higher education tends to come with a left leaning bias. I don't think they realize why there is a correlation between education and those politics, but it certainly isn't what they think it is.
I'm an American living in Denmark. Everyone here knows how to drive them even if their current car is automatic. They are becoming more popular, though.
I think there are a few schools of thought towards this type of thing. Me personally, I would want a challenge despite my due diligence and I'm often the person disappointed when I nuke a boss.
However, you will have people that intentionally do the extra stuff so that they are op. Those individuals would hate that if they spent a lot of time doing this and the boss isn't a breeze they would feel as if their time was wasted doing that content.
A game that comes to mind that recieved a lot of flak for that kind of scaling was last epoch. Every boss gets a shield as you lower their health and it makes having powerful gear, especially in lower areas, feel like less of a boon.
Personally, I think the answer is to move away from pure stats being the indicator of difficulty. Just bumping up health based on level would make a boss feel insane if you dumped most of your levels into less combat oriented stats in the games that have them. So you would feel weak despite being "high level". The answer to it is having mechanics of a fight be challenging despite your level. If you mess up or ignore a mechanic, you are punished. However, if you're strong enough you can afford to make those mistakes more often while the fight isn't just a push over.
This, of course, requires way more effort and actual game design with fun combat so that the game doesnt make bosses feel like a chore or just gimmicks. The easy answer is to just buff stats, which is why most games just make enemies a sponge in high difficulty.